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//Type de projection, perspective
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(40, FLUX.mainWindowWidth/FLUX.mainWindowHeight, 1.0, 1000.0);
gl.glScalef(0.2f, 0.4f, 1);
//Taille d'une ligen par default
gl.glLineWidth(1.5f);
//Buffer qOptions
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_TEXTURE_2D);
gl.glEnable (GL.GL_NORMALIZE);
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
gl.glEnable( GL.GL_POLYGON_SMOOTH );
gl.glBlendFunc( GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA );
gl.glEnable( GL.GL_BLEND );
//TEXTURE SOL
sol.setTexParameteri(GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT);
sol.setTexParameteri(GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT);
sol.setTexParameteri(GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR);
sol.setTexParameteri(GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR);
float[] mambient = {0.11f, 0.06f, 0.11f, 1.0f};
float[] mdiffuse = {0.43f, 0.47f, 0.54f, 1.0f};
float[] mspecular = {0.33f, 0.33f, 0.52f, 1.0f};
float[] memission = {0f, 0f, 0f, 0.0f};
float mshininess = 10.0f;
float[] position = {0.0f, 0.0f, 1f, 1.0f};
float[] ambient = {0.0f, 0.0f, 0.0f, 1.0f};
float[] diffuse = {1.0f, 1.0f, 1.0f, 1.0f};
float[] specular = {1.0f, 1.0f, 1.0f, 1.0f};
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, position, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, ambient, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, specular, 0);
gl.glLightf(GL.GL_LIGHT0, GL.GL_SPOT_CUTOFF, 30);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, mambient, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mdiffuse, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, mspecular, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_EMISSION, memission, 0);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, mshininess);
gl.glEnable(GL.GL_LIGHT0);
gl.glEnable(GL.GL_COLOR_MATERIAL);
gl.glEnable(GL.GL_LIGHTING); |
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